Yes, use a SurfaceView!!! At the beginning I also made the mistake using ImageViews. Use a SurfaceView!!
Learn this: http://www.droidnova.com/playing-with-graphics-in-android-part-i,147.html Greetings, Martin On 26 Feb., 00:58, Jason Arora <jaso...@gmail.com> wrote: > I agree 100% with Robert. For a real-time video game, you want to stay > away from High-level GUI components. > > Kofa, it sounds like you are making good progress. Are you using a > SurfaceView to draw the world and cities onto yet? > > I recommend that you do not work on the Game Menu yet. In my opinion, > the menu is secondary and gameplay is the most important aspect of > developing games. Additionally, a menu can slow down the iterative > development-testing process (unless you programmatically skip the > menu, you will have to click through the menu EVERY time you test your > game - which will be often). > > On Feb 25, 9:11 am, Robert Green <rbgrn....@gmail.com> wrote: > > > > > Vlad and Kofa, > > > I have to say again that all of that high level stuff (layouts and > > imageviews) is totally inappropriate for a real-time game. Consider > > loading all graphics into bitmaps, running a logic thread and drawing > > to a SurfaceView. You will have far superior performance and can do > > anything you want (so you won't be limited by some missing feature in > > imageview). > > > On Feb 25, 5:51 am, Vladimir <vladimir.funti...@gmail.com> wrote: > > > > > ImageView[] var1 = new ImageView[4]; > > > > var1[0].SetId(100); > > > > Wouldn't work with any non-primitive type. You only get an array of > > > handles, need to initialize each object explicitly: > > > ... > > > var1[0] = new ImageView(...) > > > var1[0].setId(100); > > > ... > > > > With regards to the 1st question, you can create an instance of > > > RelativeLayout.LayoutParams and use methods such as addRule(...), then > > > specify it when you attach a view to its parent (addView(view, params) > > > if I remember correctly). I still recommend that you think again about > > > using XML for most of your layouts. As the UI gets more complicated, > > > your code will become a mess. XML layouts in Android are very > > > flexible, it takes a while to learn the tricks, but it's worth it. > > > You'll waste more time looking for workarounds if you choose to ignore > > > XML. > > > > On Feb 24, 10:09 pm, Kofa <elk...@gmail.com> wrote: > > > > > First of all, sorry for the delay to reply...=P > > > > I have just read your message... i have started already and I have > > > > developed much I think =) > > > > I will tell you what I have, I will focus on the "engine"(GUI): > > > > a main menu with buttons, one with START GAME.... goes to another > > > > activity, there another button to start the game itself, the "engine": > > > > a new activity is called, it loads almost everything from the 2 > > > > layouts from code, not XML, i think it's more flexible. > > > > FIRST LAYOUT: a imageview with a huge picture on it.... it has a - > > > > onTouchEvent- that makes the scroll works... > > > > loads too some imageviews(citys) in the same layout as the map, so > > > > those images move with the scroll. > > > > The other layout, the main layout, has a imageview and a > > > > button.........and here comes the 2 problems that appeared =P: > > > > -How can I arrange views in a RelativeLayout, but on code, not XML. > > > > -and I can't think out how to create an array of ImageViews. > > > > > I tried something like this but didn't work, for example to set an ID: > > > > > ImageView[] var1 = new ImageView[4]; > > > > > var1[0].SetId(100); > > > > > AND SORRY FOR MY ENGLISH =P -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en